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blitzcamerahandler.cpp
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#include "prism/blitzcamerahandler.h"
#include <cstring>
#include "prism/log.h"
#include "prism/math.h"
#include "prism/system.h"
#include "prism/geometry.h"
namespace prism {
static struct {
int mIsActive;
Position mBaseCameraPosition;
Position mCameraPosition;
Vector3D mScale;
double mAngle;
Position2D mEffectOffset;
GeoRectangle2D mCameraRange;
int mScreenShakeDurationLeft = 0;
double mScreenShakeFrequency;
int mScreenShakeAmplitude;
double mScreenShakePhaseOffset;
Vector2D mScreenShakeOffset;
} gBlitzCameraHandlerData;
static void loadBlitzCameraHandler(void* tData) {
(void)tData;
setProfilingSectionMarkerCurrentFunction();
gBlitzCameraHandlerData.mBaseCameraPosition = Vector3D(0, 0, 0);
gBlitzCameraHandlerData.mScreenShakeOffset = Vector2D(0, 0);
gBlitzCameraHandlerData.mCameraPosition = Vector3D(0, 0, 0);
gBlitzCameraHandlerData.mScale = Vector3D(1, 1, 1);
gBlitzCameraHandlerData.mAngle = 0;
ScreenSize sz = getScreenSize();
gBlitzCameraHandlerData.mEffectOffset = Vector2D(sz.x / 2, sz.y / 2);
gBlitzCameraHandlerData.mCameraRange = GeoRectangle2D(-INF / 2, -INF / 2, INF, INF);
gBlitzCameraHandlerData.mIsActive = 1;
}
static double calculateShake(int t, double tPhaseOffset, double tFrequency, int tAmplitude) {
return sin(tPhaseOffset + t * (tFrequency / 360.0) * 2.0 * M_PI) * tAmplitude;
}
static void calculateAndSetFinalCameraPosition() {
gBlitzCameraHandlerData.mCameraPosition = gBlitzCameraHandlerData.mBaseCameraPosition + gBlitzCameraHandlerData.mScreenShakeOffset;
}
static void updateScreenShake() {
if (!gBlitzCameraHandlerData.mScreenShakeDurationLeft) return;
gBlitzCameraHandlerData.mScreenShakeDurationLeft--;
if (!gBlitzCameraHandlerData.mScreenShakeDurationLeft) {
gBlitzCameraHandlerData.mScreenShakeOffset = Vector2D(0, 0);
}
else {
gBlitzCameraHandlerData.mScreenShakeOffset = Vector2D(0, calculateShake(gBlitzCameraHandlerData.mScreenShakeDurationLeft, gBlitzCameraHandlerData.mScreenShakePhaseOffset, gBlitzCameraHandlerData.mScreenShakeFrequency, gBlitzCameraHandlerData.mScreenShakeAmplitude));
}
calculateAndSetFinalCameraPosition();
}
static void updateBlitzCameraHandler(void*) {
updateScreenShake();
}
ActorBlueprint getBlitzCameraHandler()
{
return makeActorBlueprint(loadBlitzCameraHandler, nullptr, updateBlitzCameraHandler);
}
int isBlitzCameraHandlerEnabled()
{
return gBlitzCameraHandlerData.mIsActive;
}
Position* getBlitzCameraHandlerPositionReference()
{
return &gBlitzCameraHandlerData.mCameraPosition;
}
Position getBlitzCameraHandlerPosition()
{
return gBlitzCameraHandlerData.mCameraPosition;
}
void setBlitzCameraHandlerPosition(const Position& tPos)
{
gBlitzCameraHandlerData.mBaseCameraPosition = Vector3D(tPos.x, tPos.y, 0);
gBlitzCameraHandlerData.mBaseCameraPosition = clampPositionToGeoRectangle(gBlitzCameraHandlerData.mBaseCameraPosition, gBlitzCameraHandlerData.mCameraRange);
calculateAndSetFinalCameraPosition();
}
void setBlitzCameraHandlerPositionX(double tX)
{
gBlitzCameraHandlerData.mBaseCameraPosition.x = tX;
gBlitzCameraHandlerData.mBaseCameraPosition = clampPositionToGeoRectangle(gBlitzCameraHandlerData.mBaseCameraPosition, gBlitzCameraHandlerData.mCameraRange);
calculateAndSetFinalCameraPosition();
}
void setBlitzCameraHandlerPositionY(double tY)
{
gBlitzCameraHandlerData.mBaseCameraPosition.y = tY;
gBlitzCameraHandlerData.mBaseCameraPosition = clampPositionToGeoRectangle(gBlitzCameraHandlerData.mBaseCameraPosition, gBlitzCameraHandlerData.mCameraRange);
calculateAndSetFinalCameraPosition();
}
Vector3D* getBlitzCameraHandlerScaleReference()
{
return &gBlitzCameraHandlerData.mScale;
}
Vector3D getBlitzCameraHandlerScale()
{
return gBlitzCameraHandlerData.mScale;
}
void setBlitzCameraHandlerScale2D(double tScale)
{
gBlitzCameraHandlerData.mScale = Vector3D(tScale, tScale, 1);
}
void setBlitzCameraHandlerScaleX(double tScaleX)
{
gBlitzCameraHandlerData.mScale.x = tScaleX;
}
void setBlitzCameraHandlerScaleY(double tScaleY)
{
gBlitzCameraHandlerData.mScale.y = tScaleY;
}
double* getBlitzCameraHandlerRotationZReference()
{
return &gBlitzCameraHandlerData.mAngle;
}
double getBlitzCameraHandlerRotationZ()
{
return gBlitzCameraHandlerData.mAngle;
}
void setBlitzCameraHandlerRotationZ(double tAngle)
{
gBlitzCameraHandlerData.mAngle = tAngle;
}
Position2D* getBlitzCameraHandlerEffectPositionReference()
{
return &gBlitzCameraHandlerData.mEffectOffset;
}
void setBlitzCameraHandlerEffectPositionOffset(const Position2D& tPosition)
{
gBlitzCameraHandlerData.mEffectOffset = tPosition;
}
int getBlitzCameraHandlerEntityID()
{
if (!isBlitzCameraHandlerEnabled()) {
logWarning("Requestion disabled camera handler entity ID.");
}
return -10;
}
const GeoRectangle2D& getBlitzCameraHandlerRange()
{
return gBlitzCameraHandlerData.mCameraRange;
}
void setBlitzCameraHandlerRange(const GeoRectangle2D& tRectangle)
{
const auto sz = getScreenSize();
auto finalRectangle = tRectangle;
finalRectangle.mBottomRight = finalRectangle.mBottomRight - Vector2D(sz.x, sz.y);
gBlitzCameraHandlerData.mCameraRange = finalRectangle;
}
void setBlitzCameraPositionBasedOnCenterPoint(const Position& tCenter)
{
const auto sz = getScreenSize();
const auto topLeft = vecSub(tCenter, Vector3D((sz.x / 2) * gBlitzCameraHandlerData.mScale.x, (sz.y / 2) * gBlitzCameraHandlerData.mScale.y, 0));
setBlitzCameraHandlerPosition(topLeft);
}
void setBlitzCameraScreenShake(int tDuration, double tFrequency, int tAmplitude, double tPhaseOffset)
{
gBlitzCameraHandlerData.mScreenShakeDurationLeft = tDuration;
gBlitzCameraHandlerData.mScreenShakeFrequency = tFrequency;
gBlitzCameraHandlerData.mScreenShakeAmplitude = tAmplitude;
gBlitzCameraHandlerData.mScreenShakePhaseOffset = tPhaseOffset;
}
void setBlitzCameraScreenShakeDefault() {
setBlitzCameraScreenShake(10, 60.0, -4, 0.0);
}
void setBlitzCameraZoom(const Vector2D& tPosition, double tZoomFactor)
{
setBlitzCameraHandlerEffectPositionOffset(tPosition);
setBlitzCameraHandlerScale2D(tZoomFactor);
}
void setBlitzCameraZoom(const GeoRectangle2D& tZoomArea) {
const auto sz = getScreenSize();
const auto center = (tZoomArea.mTopLeft + tZoomArea.mBottomRight) / 2.0;
setBlitzCameraHandlerEffectPositionOffset(center);
setBlitzCameraHandlerScaleX(tZoomArea.mBottomRight.x / sz.x);
setBlitzCameraHandlerScaleY(tZoomArea.mBottomRight.y / sz.y);
}
}